OpenGL ES Content Screenshot for Paint Application

I am working on a drawing application for iphone. In my code, I use imageView, which contains the outline image on which I put the CAEAGLLayer to fill the colors in the outline image. Now I am taking a screenshot of an open OpenGL ES [CAEAGLLayer] file using the function:

- (UIImage*)snapshot:(UIView*)eaglview{
GLint backingWidth1, backingHeight1;

// Bind the color renderbuffer used to render the OpenGL ES view
// If your application only creates a single color renderbuffer which is already bound at this point, 
// this call is redundant, but it is needed if you're dealing with multiple renderbuffers.
// Note, replace "_colorRenderbuffer" with the actual name of the renderbuffer object defined in your class.
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);

// Get the size of the backing CAEAGLLayer
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth1);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight1);

NSInteger x = 0, y = 0, width = backingWidth1, height = backingHeight1;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));

// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);

// Create a CGImage with the pixel data
// If your OpenGL ES content is opaque, use kCGImageAlphaNoneSkipLast to ignore the alpha channel
// otherwise, use kCGImageAlphaPremultipliedLast
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast,
                                ref, NULL, true, kCGRenderingIntentDefault);

// OpenGL ES measures data in PIXELS
// Create a graphics context with the target size measured in POINTS
NSInteger widthInPoints, heightInPoints;
if (NULL != UIGraphicsBeginImageContextWithOptions) {
    // On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
    // Set the scale parameter to your OpenGL ES view contentScaleFactor
    // so that you get a high-resolution snapshot when its value is greater than 1.0
    CGFloat scale = eaglview.contentScaleFactor;
    widthInPoints = width / scale;
    heightInPoints = height / scale;
    UIGraphicsBeginImageContextWithOptions(CGSizeMake(widthInPoints, heightInPoints), NO, scale);
}
else {
    // On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
    widthInPoints = width;
    heightInPoints = height;
    UIGraphicsBeginImageContext(CGSizeMake(widthInPoints, heightInPoints));
}

CGContextRef cgcontext = UIGraphicsGetCurrentContext();

// UIKit coordinate system is upside down to GL/Quartz coordinate system
// Flip the CGImage by rendering it to the flipped bitmap context
// The size of the destination area is measured in POINTS
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, widthInPoints, heightInPoints), iref);

// Retrieve the UIImage from the current context
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();

UIGraphicsEndImageContext();

// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);

return image;}

combining this screenshot with the outline image using the function:

- (void)Combine:(UIImage *)Back{


UIImage *Front =backgroundImageView.image;


//UIGraphicsBeginImageContext(Back.size);  
UIGraphicsBeginImageContext(CGSizeMake(640,960));
// Draw image1  
[Back drawInRect:CGRectMake(0, 0, Back.size.width*2, Back.size.height*2)];  

// Draw image2  
[Front drawInRect:CGRectMake(0, 0, Front.size.width*2, Front.size.height*2)];  

UIImage *resultingImage = UIGraphicsGetImageFromCurrentImageContext();  


UIImageWriteToSavedPhotosAlbum(resultingImage, nil, nil, nil);


UIGraphicsEndImageContext();  

}

Save this image in a photo album using the function

 -(void)captureToPhotoAlbum {
[self Combine:[self snapshot:self]];
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Success" message:@"Image saved to Photo Album" delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil];
[alert show];
[alert release];    }

It works on the code, but the quality of the screenshot is poor. On the contours of the brush there is a grayish outline. I downloaded a screenshot of my application, which is a combination of opengles and UIImage content.

Screen shot

Is there a way to get a screenshot of the opengles-CAEaglelayer retina display.

Thank you in advance!

+5
2

, . , , , . , JPEG , , , .

, PNG:

UIImage* im = [UIImage imageWithCGImage:myCGRef]; // make image from CGRef
NSData* imdata =  UIImagePNGRepresentation ( im ); // get PNG representation
UIImage* im2 = [UIImage imageWithData:imdata]; // wrap UIImage around PNG representation
UIImageWriteToSavedPhotosAlbum(im2, nil, nil, nil); // save to photo album

, , , -, Apple Multisampling " OpenGL ES iOS. , , MSAA .

+4

kCGImageAlphaPremultipliedLast, CG. OpenGL, , OpenGL . , IIRC, CG- iOS ( kCGImageAlphaLast, , ), OpenGL CG.

, , OpenGL -? , kCGImageAlphaNoneSkipLast?

+1

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